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Found 5 results

  1. Hey, I got a really stupid question but I can't get it to work ATM. I want to put an expression in e.g. a fluid source node in dops. Something like "if($FF)<225, 1, 0)". So when smaller than frame 225 take 1, else 0 (or another expression like a sin curve). What am I missing here?
  2. Hello, I recently downloaded the Redshift demo for use with Houdini, and I've been having trouble following the documentation on how to activate it for proper usage. It reads: Run the exe file. After installation, Redshift and the Houdini plugin will be installed in the C:\ProgramData\Redshift default folder. The Houdini plugin will be in the subfolder Plugins\Houdini. Log files, your license file (if using a node-locked license) and the Redshift preferences file are also stored in C:\ProgramData\Redshift. To use Redshift with Houdini, you'll need to edit your houdini.env file to include the following lines (Note the direction of the slashes!): HOUDINI_DSO_ERROR = 2 PATH = "C:/ProgramData/Redshift/bin;$PATH" HOUDINI_PATH = "C:/ProgramData/Redshift/Plugins/Houdini/15.5.480;&" However I am unable to find the Houdini.env file in question anywhere on my computer. I've looked under Users>(Me)>Documents>Houdini15.5 ----- However I am still unable to find the .env file under this specified directory. I also have hidden files and folders checked ON with my machine. The documentation for this plug-in doesn't seem to specify where this file is exactly. Can anyone please help? This is quite frustrating, I have no idea what a .env file even is to be quite honest. Thank you!
  3. Hi guys, Currently, I am working on a project where I need a way to get a fractured geometry cloth simulation to activate each fracture piece according to the color attribute. The plan is that a curve, representing the path of another object's motion, will pass through the fractured object causing it to begin floating away and disintegrating from the point of impact/contact. I am still learning Houdini and have only been working in it consistently for about 6 months or so, but I have the effect mostly working with the disintegration and cloth simulation and such. What I can not seem to figure out is how to activate the pieces as the color envelopes the object. I have found other forums posts that have given some good routes (That's where I got the color transfer route to where it is currently at) but they are for fractured RBD objects and I have not been able to get those to work for a cloth object in DOPs. I have the color working in SOPs but just need help getting that into DOPs and controlling the activation of each piece. I have created an example file and attached it below. Thank you in advance for any help/advice you guys can provide. Thanks, Dustin P.S. As a bonus problem solve: one piece seems to get stuck on nothing, as if it is constrained to an invisible point in space, but it has no constraints. I am not sure why yet. I'm going to keep looking into the issue, but if anyone knows why please let me know. Thanks. ClothFracture_Test.hiplc
  4. Particle control and render passes.

    Hey Guys, My deadline is coming up and I have a few small problems that I quickly need to resolve. 1. I have a snow covered car. The snow falls off the car to reveal a new body-paint color. The source is a pre-constructed, scattered and point-replicated point cloud on top of the car geometry, revealed based on input particles from falling snow. (I used attribute transfer with a solver node for that) Everything is working fine, except of course that all my particles are dropping from the car, simultaneously. My question is; how do I start them off "frozen" and have them fall based on my input? I was imagining an animated noise pattern so control the activation, of sorts. But maybe an animated metaball setup? I am just not sure what particle attribute to use. The "active" one doesnt seem to do anything. 2. Ideally I would like this snow to be grains, so that I can have clumping and stacking, but since I am colliding with car geometry, the grains always explode. Is there a way to maintain constraints without everything exploding? I am using a vdb collision volume sample of the car. It looks like Houdini automatically adjusts the particles so that there are no intersections with the collision VDB, but I cant seem to get away from the explosion. 3. How the hell do I get geometries with a shadow matte shader assigned, to not cast shadows on one another?! but only from objects that are NOT a shadow matte? I am basically just trying to render this snow out in two passes, and one is a shadow pass. I only want shadow from the snow, affecting my ground and the car. But no shadows from the car affecting the ground & vice versa. Much like Vray's material wrapper. 4. I have 6 licenses but have not yet set up HQ server. Could anyone briefly explain the process of getting this setup? Thanks so much for any help and input! // Mats www.swedeballs.com
  5. Hi, I'm trying to set the activation of pieces in an RBD fractured sim by using an attribute created from the density of a volume in SOPS. But when I run the sim, pieces that aren't supposed to fall fall, and pieces that are supposed to don't. When I look at the initial attribute created through the volume, and the activation values in the DOP data, it appears to be correct, but it doesn't sim properly. I have no idea what to do to get this to work properly . I'd really appreciate any input anyone can give me to help fix this!